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Thread: Converting Red Hand of Doom to 5e

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    Default Re: Converting Red Hand of Doom to 5e

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    Quote Originally Posted by Arvin Natsuko View Post
    What do you think?
    Hmmm, you know, if there were only one dragon in the adventure, I would tend to agree -- I would want to make sure it was the star of the show for narrative reasons. But there are plenty of dragons to go around in RHoD. And dragons aren't always supposed to be mythically uber-powerful -- not when they're young. And Ozzy is supposed to be pretty young.

    So although you can run it the way you want, of course, I think I'll keep Ozzy at CR 5 and keep the rest of Skull Gorge Bridge a significant challenge. In case Ozzy escapes the battle alive, this also makes him easier to add to other encounters (with dragons or with Kharn) later in the adventure.


    Goblin Raid

    Spoiler: Goblin Wolf Rider
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    Small Humanoid (goblinoid)
    -------------------------
    Armor Class 13
    HP 16
    Speed 30 ft
    -------------------------
    Str +0, Dex +2, Con +1
    Int +0, Wis +1, Cha +0
    -------------------------
    Skills Athletics +2, Nature +2, Perception +5, Stealth +7, Survival +5
    Senses darkvision 60 ft
    Languages Goblin
    CR 1/2 (100 XP)
    -------------------------
    Keen Hearing and Sight. The wolf rider has advantage on Wisdom (Perception) checks that rely on hearing or sight.
    Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
    -------------------------
    Actions
    Multiattack. The wolf rider makes two melee attacks or two ranged attacks.
    Shortsword (melee) +4: 1d6+2 piercing
    Shortbow (ranged 80/320 ft) +4: 1d6+2 piercing


    Spoiler: Worg
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    Large Monstrosity
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    Armor Class 13
    HP 26
    Speed 50 ft
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    Str +3, Dex +1, Con +1
    Int -2, Wis +0, Cha -1
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    Skills Perception +4
    Senses darkvision 60 ft
    Languages Worg, Goblin
    CR 1/2 (100 XP)
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    Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.
    -------------------------
    Actions
    Bite (melee) +5: 2d6+3 piercing, and if the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


    Spoiler: Hell Hound
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    Medium Fiend
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    Armor Class 15
    HP 45
    Speed 50 ft
    -------------------------
    Str +3, Dex +1, Con +2
    Int -2, Wis +1, Cha -2
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    Skills Perception +5
    Immunities fire
    Senses darkvision 60 ft
    Languages understands Infernal but can't speak it
    CR 3 (700 XP)
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    Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
    Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.
    -------------------------
    Actions
    Bite (melee) +5: 1d8+3 piercing + 2d6 fire
    Fire Breath (Recharge 5-6, 15-ft cone): 6d6 fire (Dex DC 12 half)


    Spoiler: Hobgoblin Regular
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    Medium Humanoid (goblinoid)
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    Armor Class 18 (chain mail, shield)
    HP 11
    Speed 30 ft
    -------------------------
    Str +1, Dex +1, Con +1
    Int +0, Wis +0, Cha -1
    -------------------------
    Senses darkvision 60 ft
    Languages Goblin, Common
    CR 1/2 (100 XP)
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    Martial Advantage. Once per turn, the hobgoblin can deal an extra 2d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
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    Actions
    Longsword (melee) +3: 1d8+1 slashing, or 1d10+1 slashing if wielded in two hands.
    Longbow (ranged 150/600 ft) +3: 1d8+1 piercing


    Spoiler: Kulkor Zhul War Adept
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    Medium Humanoid (goblinoid)
    -------------------------
    Armor Class 11 (14 with mage armor)
    HP 45
    Speed 30 ft
    -------------------------
    Str +1, Dex +1, Con +2
    Int +3, Wis +1, Cha +0
    -------------------------
    Saving Throws Int +6, Wis +1
    Skills Arcana +5, Deception +2
    Senses darkvision 60 ft
    Languages Goblin, Common
    CR 4 (1100 XP)
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    Arcane Advantage. Once per turn, the hobgoblin can deal an extra 2d6 damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated.
    Army Arcana. When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.
    Spellcasting. The war adept is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The war adept has the following wizard spells prepared:
    Cantrips (at will): chill touch, mage hand, minor illusion, ray of frost
    1st level (4 slots): chromatic orb, detect magic, mage armor*
    2nd level (3 slots): mirror image, ray of enfeeblement, scorching ray
    3rd level (3 slots): fireball, fly, lightning bolt
    4th level (1 slot): Evard's black tentacles
    *The war adept casts this spell on itself before combat begins.
    -------------------------
    Actions
    Quarterstaff (melee) +3: 1d8+1 bludgeoning, or 1d6+1 bludgeoning if wielded in one hand.


    Encounter Composition
    Goblin Wolf Rider *3
    Worg *3
    Hell Hound
    Hobgoblin Regular *5
    Kulkor Zhul War Adept


    XP Award: 2900

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    The new element here is the Kulkor Zhul War Adept, of course. I built it basically as a Level 6 Wizard with the War Magic tradition (from UA), aiming for CR 4. Not sure how balanced it turned out.

    I feel like I should do something more ... creative? ... with this encounter, rather than just putting the exact same monsters in it that are in the adventure. But I don't know why, since I'm generally trying to stay pretty true to the original material. And narratively, an easier encounter against previously-met creatures might be a good wind-down after the excitement of the boss fight.

    That's assuming this will be a pretty easy encounter, which I suspect but haven't playtested.
    Last edited by Draz74; 2017-06-04 at 10:22 PM.
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